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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2889
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Posted - 2015.03.30 18:50:00 -
[151] - Quote
From what I see, a proto scrambler eats up starter and militia suits. No problem there, all proto weapons will do that.
In addition, you were able to charge the weapon for lots of damage very quickly. So perhaps increasing the charge time would be enough?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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David Spd
Caldari State
190
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Posted - 2015.03.30 19:10:00 -
[152] - Quote
Now if only number crunchers could convince Rattati the Assault Scrambler Rifle buff was a bit too strong that'd be lovely. I shouldn't be getting melted before I can even fight back in my Adv. Gallente suit with 3x Reactive Plates on against an Adv. A. Scrambler.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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Georgia Xavier
Y.A.M.A.H
173
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Posted - 2015.03.30 19:15:00 -
[153] - Quote
David Spd wrote:Now if only number crunchers could convince Rattati the Assault Scrambler Rifle buff was a bit too strong that'd be lovely. I shouldn't be getting melted before I can even fight back in my Adv. Gallente suit with 3x Reactive Plates on against an Adv. A. Scrambler. the buff should have only been 10% at most, you melt sentinels with that thing even before the buff. Except amarr sents
Scr nerf approaches.We shall see who truly knows how to wield God's wrath and heathens who wish to mimic the Amarr......
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David Spd
Caldari State
190
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Posted - 2015.03.30 19:22:00 -
[154] - Quote
Georgia Xavier wrote:David Spd wrote:Now if only number crunchers could convince Rattati the Assault Scrambler Rifle buff was a bit too strong that'd be lovely. I shouldn't be getting melted before I can even fight back in my Adv. Gallente suit with 3x Reactive Plates on against an Adv. A. Scrambler. the buff should have only been 10% at most, you melt sentinels with that thing even before the buff. Except amarr sents
If I were better with numbers I would be proving that. Just hope someone a bit more gifted also sees the problem with them & proves it.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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CeeJ Mantis
Mantodea MC
158
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Posted - 2015.03.30 19:39:00 -
[155] - Quote
Breakin Stuff wrote:Francois Sanchez wrote:. ScR has more DPS than HMG whatever crack you're smoking has to be awesome. You need to share. Viziam Scrambler rifle: 715 dps Boundless HMG: 704 dps
Duvolle Tac AR: 730dps
Longest plasma cannon kill: 236.45m
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zzZaXxx
Capital Acquisitions LLC
725
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Posted - 2015.03.30 19:43:00 -
[156] - Quote
Rattati are you looking at decreasing RR hipfire recoil at all? Other rifles have caught up to it. It's not OP at all right now and being unusable hipfiring makes it a bit UP. Even if it's range needs to go down a bit, can we make it an actual rifle and not a sniper rifle? |
Francois Sanchez
Prima Gallicus
352
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Posted - 2015.03.30 19:49:00 -
[157] - Quote
Breakin Stuff wrote:Francois Sanchez wrote:. ScR has more DPS than HMG whatever crack you're smoking has to be awesome. You need to share.
Pure math, multiply the damage per shot by the shots per second STD ScR : 650 STD HMG : 640
ADV ScR : 682.5 ADV HMG : 672
PRO ScR : 715 PRO HMG : 704
Learn how to do a multiplication before insulting people next time
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1860
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Posted - 2015.03.30 20:01:00 -
[158] - Quote
I like it. You highlighted the charge shot, which is something most do not.
You also showed the hit detection issues that plague most weapons, but semi-auto weapons especially. I like how you showed issues that worked both for and against you.
Most of the enemies you faced were in Standard or Militia gear, and it really shows how effective a high alpha weapon is against low-HP suits. Big Damage > Little HP.
I'd like to see this same setup versus a squad of proto suits, just as comparison. Then again, matchmaking always seems to put me against said squads, so maybe I'm a little jealous of the caliber of your opposition
+1
Make my Scrambler Pink!
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Georgia Xavier
Y.A.M.A.H
173
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Posted - 2015.03.30 20:09:00 -
[159] - Quote
You're deadly with that thing
Scr nerf approaches.We shall see who truly knows how to wield God's wrath and heathens who wish to mimic the Amarr......
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Kalante Schiffer
Ancient Exiles.
1049
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Posted - 2015.03.30 21:06:00 -
[160] - Quote
Darth-Carbonite-GIO wrote:Yes, we are, and you are part of the Assault Rifle "Brigade" correct? There's no shame in loving a particular weapon. The shame comes when you belittle others for their love and derail a positive and constructive process.
You have it extremely wrong. I am not part of anything i have no preference. I've used each weapon and every single of its variants equally. AR, CR, RR, SCR. I know how to fully use all of them to their full potential not only in public matches and in PC and i have tons of pictures to prove that. You saying that i come here to belittle others for their love of a weapon? LOL. Where were you when they were about to nerf the RR, and CR? or the people who wanted the AR nerfed to the ground? Nobody seemed to care, nobody created a thread such as this size to defend any of those weapons. Where were their long thread of "positive and constructive process" that you so much preach about when it comes to SCR.
Darth-Carbonite-GIO wrote:Properly fitted shield suits will run lots of shields and low armor. The Scrambler is designed to destroy shields. I'm not sure what more can be said except that, in this respect, it's not the Scrambler that's giving you these problems. It's broken shield tanking.
To balance a weapon by judging it against a fitting style that most everybody agrees to be broken would seem to be like putting the cart before the horse. A bad idea.
Again you are extremely wrong. I am not talking about myself this is not a me issue, i am talking in behalf of all the people who run shield suits as an ex player who used to run shields suits since even way before open beta. Why are you trying to make it sound like i run shield suits?
I haven't ran any shield suit extensively since novemeber 2013 during the winter war against Outer.Heaven one of the hardest wars i ever fought and guess why? because of the SCR was new and everyone was spamming it of course. Shield suits practically became impractical and a free kill in PC and in public matches. So again dude, I don't preferably run shield suits since a long time ago and i am not talking about myself.
I switched to my caldari CK.0 again the other month and again same freaking problem. Viziam melting over 600 shields in less than a blink of an eye by then leaving it up for grabs to anyone at 276 armor. Why doesnt the CR or RR does that also against armor? they are armor weapons after all dont they. They definitely do not melt armor like ACR does to shields. Surprisingly the Tactical proto AR gives the Viziam ACR a run for its money at medium to close range but at long range forget about it. So what do you propose? you say shield tanking is broken. You want to buff shields which i think they should have done a long time ago. Or finally a proper drawback to the viziam acr like lets say... a delay after its charge shot? You want to do boatloads of damage then wait a little before you can shoot again. After all, all of you guys claim that you're so skill full with it so why spam it after a charge shot that already did so much damage to shields. Give those shield guys a break lol.
Darth-Carbonite-GIO wrote:First off, the statement that the Scrambler "will eat that armor like if they were shields" is factually incorrect. The Scrambler does less against Armor and more against Shield. Once again, that is what the weapon is designed for.
However, it seems obvious that your issue once again lies with being dispatched too quickly. If that is the case, it continues to reinforce the theory that the single shot is the culprit in your rapid demise.
Again, if the weapon was operating in Mid to Long range as it should, then it would make complete sense that you would get outgunned. An armor tanked suit, slowly moving across a wide open field is just as good of a target as a shield suit in close quarters.
In conclusion then, if you are a shield tanked suit, expect to have a rough time with Amarr weapons. It's how God(CCP) designed them.
If you are having trouble with Scramblers at long range, yet again, you're in the weapon's optimal field of play.
And if you are being tormented by a Scrambler in short, CQC range, then YES; you have a legitimate grievance.
TLDR:
Long Range > CQC
Skill > Spam
Constructive Feedback > Rage
Do not tell me what the scrambler is designed for. I know exactly what is designed for. According to you it is designed to take out everyone with a charge shot but then why spam it after wards?
Again you keep making this a "me" issue rather than looking at the grand scale of things.You talk as if you know me and what i run. The issue does not lie with the charge shot. My gallente assault can take a charge shot very well, so you get me with a charge shot and lower my armor to 500 yay... wathever. It is the spamming after wards that really hurts. C'mon you are a SCR user so why are you leaving out details such as this?
Nope, again you keep talking as if you know what i run. My gallente is anything but slow as it has 728 armor with a movement speed of 5.0. With 70+ reps.
In conclusion to what? all you did was make a fool out of yourself.
Nope. The RR is also a long range weapon. The RR actually has trouble shooting down shields at long ranges before touching armor. Unlike the viziam that has no trouble shooting down armor medium suit and scout suits at any given range.
Tormented? you are talking to a harden PC vet that has been in major wars against TP, FA, OH multiple times. There is nothing that torments me in this game. So you are telling me that a viziam should always beat a gallente with an AR at CQC? do you have any idea how freaking stup*d that sounds? No wonder the poor duvolle, breach, burst are in the state that they are in. And then you claim that i belittle a class when your class of players also imposes their ideas and broken logic to the rest.
AE
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2891
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Posted - 2015.03.30 21:06:00 -
[161] - Quote
zzZaXxx wrote:Rattati are you looking at decreasing RR hipfire recoil at all? Other rifles have caught up to it. It's not OP at all right now and being unusable hipfiring makes it a bit UP. Even if it's range needs to go down a bit, can we make it an actual rifle and not a sniper rifle? Honestly, just reduce the charge time to 0.3 a finds and it'll be fine.
On the ScR, I would like to propose an increase in charge time for the ScR in lieu of more direct nerfs.
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9367
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Posted - 2015.03.30 21:19:00 -
[162] - Quote
Alena Ventrallis wrote:From what I see, a proto scrambler eats up starter and militia suits. No problem there, all proto weapons will do that. In addition, you were able to charge the weapon for lots of damage very quickly. So perhaps increasing the charge time would be enough?
Lol.
Watch toward the latter mid-point where I don't use charge at all on three of those dudes. It tears through them like butter, something I'm hard pressed to get my Tactical Assault Rifle to do.
No reason the Scrambler Rifle should just be better in all forms, charge shot or not. The charge shot just compounds the issues. Thing has better damage application, much longer range, and it doesn't give a **** about +20/-20 when it's hammering out as much damage as it is. This isn't even touching on the ammo conversation which effectively made the nanohives I was carrying absolutely useless. Clip size is another thing - I only ever reload because it gives me something to do while I wait for it to cool down.
The only reason I don't like this thing is because I don't have any skills in Amarr Assault (btw, this was done with a Prototype Gal Assault) which infringes a lot on my playstyle (CQC) because of overheating. This isn't to say that the thing isn't powerful as hell (I've been saying that for months now, just everyone started finally paying attention) just that I don't like it because I'm a CQC brawler.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2891
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Posted - 2015.03.30 21:28:00 -
[163] - Quote
Aeon Amadi wrote:Alena Ventrallis wrote:From what I see, a proto scrambler eats up starter and militia suits. No problem there, all proto weapons will do that. In addition, you were able to charge the weapon for lots of damage very quickly. So perhaps increasing the charge time would be enough? Lol. Watch toward the latter mid-point where I don't use charge at all on three of those dudes. It tears through them like butter, something I'm hard pressed to get my Tactical Assault Rifle to do. No reason the Scrambler Rifle should just be better in all forms, charge shot or not. The charge shot just compounds the issues. Thing has better damage application, much longer range, and it doesn't give a **** about +20/-20 when it's hammering out as much damage as it is. This isn't even touching on the ammo conversation which effectively made the nanohives I was carrying absolutely useless. Clip size is another thing - I only ever reload because it gives me something to do while I wait for it to cool down. The only reason I don't like this thing is because I don't have any skills in Amarr Assault (btw, this was done with a Prototype Gal Assault) which infringes a lot on my playstyle (CQC) because of overheating. This isn't to say that the thing isn't powerful as hell (I've been saying that for months now, just everyone started finally paying attention) just that I don't like it because I'm a CQC brawler. And they are .ilitia suits. I can chew through them with a Duvolle just as easily. But you have made the point the ScR users have: the heat buildup means you struggle in CQC since any missed shot cuts deeply into your total possible damage.
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9369
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Posted - 2015.03.30 21:39:00 -
[164] - Quote
Alena Ventrallis wrote:Aeon Amadi wrote:Alena Ventrallis wrote:From what I see, a proto scrambler eats up starter and militia suits. No problem there, all proto weapons will do that. In addition, you were able to charge the weapon for lots of damage very quickly. So perhaps increasing the charge time would be enough? Lol. Watch toward the latter mid-point where I don't use charge at all on three of those dudes. It tears through them like butter, something I'm hard pressed to get my Tactical Assault Rifle to do. No reason the Scrambler Rifle should just be better in all forms, charge shot or not. The charge shot just compounds the issues. Thing has better damage application, much longer range, and it doesn't give a **** about +20/-20 when it's hammering out as much damage as it is. This isn't even touching on the ammo conversation which effectively made the nanohives I was carrying absolutely useless. Clip size is another thing - I only ever reload because it gives me something to do while I wait for it to cool down. The only reason I don't like this thing is because I don't have any skills in Amarr Assault (btw, this was done with a Prototype Gal Assault) which infringes a lot on my playstyle (CQC) because of overheating. This isn't to say that the thing isn't powerful as hell (I've been saying that for months now, just everyone started finally paying attention) just that I don't like it because I'm a CQC brawler. And they are .ilitia suits. I can chew through them with a Duvolle just as easily. But you have made the point the ScR users have: the heat buildup means you struggle in CQC since any missed shot cuts deeply into your total possible damage.
As a Gallente, sure.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Mexxx Dust-Slayer
Fatal Absolution
478
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Posted - 2015.03.30 21:41:00 -
[165] - Quote
Finally the ScrR is looking at a nerf, I've been spamming it in pubs during the past month or 2 - never giving me a k/dr below 3 - just the adv version too. |
Protected Void
Nos Nothi
397
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Posted - 2015.03.30 21:54:00 -
[166] - Quote
Aeon Amadi wrote:Alena Ventrallis wrote:Aeon Amadi wrote:Alena Ventrallis wrote:From what I see, a proto scrambler eats up starter and militia suits. No problem there, all proto weapons will do that. In addition, you were able to charge the weapon for lots of damage very quickly. So perhaps increasing the charge time would be enough? Lol. Watch toward the latter mid-point where I don't use charge at all on three of those dudes. It tears through them like butter, something I'm hard pressed to get my Tactical Assault Rifle to do. No reason the Scrambler Rifle should just be better in all forms, charge shot or not. The charge shot just compounds the issues. Thing has better damage application, much longer range, and it doesn't give a **** about +20/-20 when it's hammering out as much damage as it is. This isn't even touching on the ammo conversation which effectively made the nanohives I was carrying absolutely useless. Clip size is another thing - I only ever reload because it gives me something to do while I wait for it to cool down. The only reason I don't like this thing is because I don't have any skills in Amarr Assault (btw, this was done with a Prototype Gal Assault) which infringes a lot on my playstyle (CQC) because of overheating. This isn't to say that the thing isn't powerful as hell (I've been saying that for months now, just everyone started finally paying attention) just that I don't like it because I'm a CQC brawler. And they are .ilitia suits. I can chew through them with a Duvolle just as easily. But you have made the point the ScR users have: the heat buildup means you struggle in CQC since any missed shot cuts deeply into your total possible damage. As a Gallente, sure.
Which seems to point towards the Amarr assault bonus being the culprit, rather than the actual weapon. I wish Rattati would share the kills per spawn numbers for the ScR on an Amarr assault vs. on other suits, since I don't see a lot of people run it on anything else. |
Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1861
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Posted - 2015.03.30 22:05:00 -
[167] - Quote
Aeon Amadi wrote:Watch toward the latter mid-point where I don't use charge at all on three of those dudes. It tears through them like butter, something I'm hard pressed to get my Tactical Assault Rifle to do.
This is the point I've been trying to make. At long range you're using the charge shot, and that's good. At close range you are forced to either spam, or use the high risk/high reward charge shot followed by short bursts technique.
Since we are endeavoring to reduce spam and incentivize proper positioning, it makes perfect sense to lower single shot damage and raise the charge shot effectiveness accordingly.
Instead of going in with trigger spam, this would encourage a carefully placed high damage charge shot, followed by a short burst of low damage shots to finish the engagement. Heat management would be more important, positioning would be key, and TTK may even go up from the increase in overheating that more charge shooting will bring.
Aeon Amadi wrote:it doesn't give a **** about +20/-20 when it's hammering out as much damage as it is.
I would ask that you use the Scrambler again against a suit comparable to the one you were using, and inform me if you have the same results. Maybe you will, but my experience tells me that armor suits (gallante tank+rep fit in particular) are the things that cause you the most trouble with a Scrambler.
And I'll just say it again: saying that the Scrambler is just as effective against Armor as it is Shields is factually incorrect. No attempt at an argument here, simply looking at how the game works.
Aeon Amadi wrote:I don't like it because I'm a CQC brawler.
And that's a perfectly acceptable and rational reason to not enjoy using it. It makes perfect sense that a long range weapon would not feel comfortable in the hands of a close range specialist.
Alena Ventrallis wrote:And they are militia suits. I can chew through them with a Duvolle just as easily.
This is an extremely important point to keep in mind when you are making an argument. (By you I mean everyone)
If we consider a Prototype weapon quickly dispatching Militia suits to be a problem in and of itself, then we must take a step back and think about what impact any changes will make on how that weapon works against Prototype suits and gear.
This just one reason that balancing off of information gathered in Public Matches isn't always a good idea. Pubs are great indicators, but they don't always tell the whole story. That however, is a different topic, and I won't jump down that rabbit hole any farther.
For what it's worth, I still enjoyed your video.
Make my Scrambler Pink!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7766
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Posted - 2015.03.30 22:07:00 -
[168] - Quote
Francois Sanchez wrote:Breakin Stuff wrote:Francois Sanchez wrote:. ScR has more DPS than HMG whatever crack you're smoking has to be awesome. You need to share. Pure math, multiply the damage per shot by the shots per second STD ScR : 650 STD HMG : 640 ADV ScR : 682.5 ADV HMG : 672 PRO ScR : 715 PRO HMG : 704 Learn how to do a multiplication before insulting people next time
where's the fun in that?
AV
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KEROSIINI-TERO
The Rainbow Effect
1891
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Posted - 2015.03.30 22:17:00 -
[169] - Quote
Georgia Xavier wrote: ScR is strong in CQC because of aim assist. Turn it off and watch it become abysmal for CQC
^ Here oh here might be the seeds of the hidden truth!
Looking at both sides of the coin.
Even Aurum one.
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Vesta Opalus
T.H.I.R.D R.O.C.K
577
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Posted - 2015.03.30 23:03:00 -
[170] - Quote
jade gamester wrote:So a corp called carne con papas run amar assaults with visiams sometimes ARR and all there kdrs average like 10 plus yeah because that's normal...
It is normal for some people. Ive been running at or around 10 for a while regardless of the weapon Im using running a min assault speed fit. |
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Vesta Opalus
T.H.I.R.D R.O.C.K
577
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Posted - 2015.03.30 23:05:00 -
[171] - Quote
Breakin Stuff wrote:Francois Sanchez wrote:Breakin Stuff wrote:Francois Sanchez wrote:. ScR has more DPS than HMG whatever crack you're smoking has to be awesome. You need to share. Pure math, multiply the damage per shot by the shots per second STD ScR : 650 STD HMG : 640 ADV ScR : 682.5 ADV HMG : 672 PRO ScR : 715 PRO HMG : 704 Learn how to do a multiplication before insulting people next time where's the fun in that?
And thats without damage mods, considering its normal for most armor tank suits to run two or three damage mods in their highs the gap increases significantly over heavies that generally have ~1 or 2 available. |
Vesta Opalus
T.H.I.R.D R.O.C.K
577
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Posted - 2015.03.30 23:14:00 -
[172] - Quote
This video highlights how good the weapon is against militia and frontline suits, but I dont see much to it other than that.
The enemy team was clearly terrible. |
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CCP Rattati
C C P C C P Alliance
19350
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Posted - 2015.03.31 02:18:00 -
[173] - Quote
The weapon obviously works too well in CQC.
I see three ways
Increase heat cost, so that you have less followup shots to spam increase hip fire kick, with compounding so the 3rd shot in succession is way off Increase charge shot multiplier, decrease normal damage = preserve dps, rewarding accuracy
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Iron Wolf Saber
Den of Swords
19042
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Posted - 2015.03.31 02:36:00 -
[174] - Quote
I vote A and C
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17876
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Posted - 2015.03.31 02:37:00 -
[175] - Quote
CCP Rattati wrote:The weapon obviously works too well in CQC.
I see three ways
Increase heat cost, so that you have less followup shots to spam increase hip fire kick, with compounding so the 3rd shot in succession is way off Increase charge shot multiplier, decrease normal damage = preserve dps, rewarding accuracy
I'm not sure how the third option results in rewarding accuracy...that kind of more of less pushes it into a closer ranged weapon where accuracy is not really so much so required as a quick trigger finger is.
The heat build up could work for you to reduce the number of possible follow up shots and that could serve as a basis to work from.
Second option could also be looked into by bear in mind these are I suppose in some sense service rifles for the races......they ideally would function adequately under all circumstances....limiting the rifle to 2 shots semi accurately in CQC would severely handicap the gun more so than I think would be necessary. I think we can all agree that it is somewhat overly effective in close quarters but is should be able to serve/compete with the other rifles....though to be fair I don't really know what you have in mind for that third shot dispersion.
Logically speaking though in my mind the Amarr weapons would have some of the lowest recoil as they do not fire standard projectiles [it's something like a charged ion followed by and charge of electricity isn't it].
As IWS mentioned above I'd rather see A and C iterated upon more so than B.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Thaddeus Reynolds
Facepunch Security
239
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Posted - 2015.03.31 02:37:00 -
[176] - Quote
CCP Rattati wrote:The weapon obviously works too well in CQC.
I see three ways
Increase heat cost, so that you have less followup shots to spam increase hip fire kick, with compounding so the 3rd shot in succession is way off Increase charge shot multiplier, decrease normal damage = preserve dps, rewarding accuracy
1. C 2. A 3. B
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9512
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Posted - 2015.03.31 02:54:00 -
[177] - Quote
A or C (keyword "or"). C sounds pretty good honestly. Is rate of fire out of the question? Best way to create a precision weapon is to have a few large impact shots opposed to several lesser impact shots because it inherently make each shot more significant, more meaningful if you miss. That's why I like option C as it is essentially a quasi rate of fire "nerf" without actually reducing the rate of fire, but I don't think that's be bad either.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Stefan Stahl
Seituoda Taskforce Command
1096
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Posted - 2015.03.31 03:06:00 -
[178] - Quote
C is much preferable.
Increasing recoil just pushes the weapon even more into CQC.
We need to get into a siuation where dps achieved by spamming uncharged shots is lower than dps achieved by charged shots. Charged shots require anticipation and should be devastating to a slow target in an open field. A fast target at close range should be difficult to kill, e.g. due to a low rate of fire or very low damage when spamming shots. Typically Amarr stuff. |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2894
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Posted - 2015.03.31 03:18:00 -
[179] - Quote
CCP Rattati wrote:The weapon obviously works too well in CQC.
I see three ways
Increase heat cost, so that you have less followup shots to spam increase hip fire kick, with compounding so the 3rd shot in succession is way off Increase charge shot multiplier, decrease normal damage = preserve dps, rewarding accuracy
I would suggest A personally. The ScR should be very powerful. But, that power comes at a price. Rather than decrease it's power, I would rather increase the price. However, when increasing the price, do so incrementally. Don't increase it to where it cannot be used at all.
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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CeeJ Mantis
Mantodea MC
158
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Posted - 2015.03.31 03:25:00 -
[180] - Quote
CCP Rattati wrote:The weapon obviously works too well in CQC.
I see three ways
Increase heat cost, so that you have less followup shots to spam increase hip fire kick, with compounding so the 3rd shot in succession is way off Increase charge shot multiplier, decrease normal damage = preserve dps, rewarding accuracy
Will a kick increase be punishing to those who take well aimed shots? Perhaps a kick that scales with fire rate so when you hammer down with hipfire it's bad, but when you slow it down, it's managable. Or give it more dispersion like the tac AR. That gun is definitely less relyable very close up.
Longest plasma cannon kill: 236.45m
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